@@shaulov10 I still have concerns... Can you please explain, or compare of why the physics looks identical to Forces!? The physics in that game is terrible...
The scaling down of the boost formula (from Unleashed's REAL NEED to make very big stages for the raw boost mechanic) is kinda good. It's like a fun balance between both a boost game and a standard platforming game that Sonic tried to employ before the boost formula!
As you said, Frontiers had inspirations from the Adventure Era, Final Story, Spin Dash, Knuckles having hidden momentum on his roll, Dream Team had inspirations from the Adventure Era, with Adventure-esque level design and tighter controls, Sonic x Shadow Generations seems to have inspirations from the Adventure Era, with the game's philosophy, level design and tighter controls Since Kishimoto said he would love to experiment working with the Adventure gameplay, if Frontiers 2 has Adventure gameplay in it, it's over, we won
I heard kishimito play in a sometime spark the electric jester 3 and he took some notes for hameplay and level design while they still making TFH in frontiers
To be fair, Dream team had way too open and interesting level design to be inspired by the sa games. Frontiers was definitely inspired by the sa games, with all the dash pads, and homing attack chains.
I think the anticlimactic end is to shock people when mephiles appears, if it doesn't have an entertaining ending then there's most likely something after to build the hype back up
5:36 I swear Forces has given Sonic fans PTSD. This area looks just like the quickstepping segment in Crisis City from Generations, or the open field area at the beginning of Cool Edge Act 1 in Unleashed. 7:03 the level design overall feels like they took frontiers cyberspace, learnt about what worked and what didn’t, then refined it. A lot of what you described here applies to most of the 3D cyberspace levels. It’s to a lesser extent than the adventure formula, but it *is* there. It’s especially prevalent in the final horizon cyberspace levels and open zone towers.
5:39 I Agree it was a little underwhelming I don’t Mind it being linear especially since it’s so short but the section could have been a lot cooler. Like adding in sections where Chadi’s runs on the water falls dodging Doom enemies. He’ll add in a special section by the end Where shadow doom surfs up the reverse water fall doing a trick before crashing back to the ground I. Style Ina. Final QTE
I’m beyond excited to play this game. Sonic Team really cooked and listened to fan feedback as usual. I don’t have any issues with the game other than the soundtrack. Overall, Sonic fans will be getting another W.
I'm starting to believe the title of the game is deceptive. At first first I thought Shadow's gameplay was gonna be a tiny side project tacked onto Sonic Generations. You know, maybe a few new levels with Shadow. But now it looks like this is a new Shadow the Hedgehog game with Sonic Generations attached to it.
Honestly the Boost need some respect on it. I don’t know if it’s just me. But I’ve seen a fair amount of Sonic fans saying they want the Boost gone next game, so badly. I’m over here like these guys forget how fun Unleashed, Colors, and Generations was? Personally y’all on sleeping on it and so is Sonic Team. I see it with a lot of untapped potential. It can be good and entertaining. I DO think you can’t just keep the same over and over. You need to add some spice to it. Give Sonic and Friends some new moves/attacks that complement it. Yes I say Friends too. Because Sonic Dream Team shows that it be used for multiple characters. That game gave everyone a Boost, a Homing Attack and it was fun. Along with specific abilities. Already I think a great idea is what Shadow Gens is doing. Giving projectile attacks while moving. Imagine Sonic Boost game with Sonic launch out Sonic Booms at a group of enemies to clear the way or take out energy shields. Actually hold up I saw a video of a Fan game that did that the other day and it played great. Shoutout to the channel, Sonic OverTime. Plus Melee combos that you used while moving if there enemies that the Boost can’t hurt. Adding the Cyloop as a permanent Sonic ability and using it for certain situations. Huh, actually maybe we need more of that. Have certain enemies/obstacles that are immune or are too strong to the Boost. So need other moves or combinations of abilities to get through. You know to keep you on your toes. Sounds perfect.
@@Speed_Breaker That'd be a first for official 3d Sonic. To this point, all them had a top speed button, whether it was the spam dash in the sa games, or boost in Unleashed onwards etc.
Brilliant video my friend. I agree. It truly does feel like they are building slowly toward something HUGE. Personally I'd also say Adventure 3. Subscribed!
Cool stuff. My biggest gripe about post-Unleashed level design is the amount of alternate paths that happen via quick reaction sequences. "Quick jump! Too bad you missed it". Whereas classic sonic levels were like a sandbox, you could go back or use momentum to get back to where you want. This definitely seems to improve in that area.
There's one very noticeable thing that i noticed watching all the Shadow Generations gameplay....i don't recall seeing any 2D sections (which were really common in the other boost formula games). The only 2D section that i saw that comes to mind was a very small section of the Metal Overlord boss. This could honestly be a testing ground to a potential Sonic Adventure 3.
The way i see it is that they are trying to merge the forces gameplay and the frontiers gameplay into one for this game and it actually looks a lot more fun to play
To be fair, multiple playable characters is not an sa thing, especially the way Frontiers implements them is more similar to the mega drive games than the sa games. And this game doesn't seem to evolve it, considering that both Unleashed and Generations had big levels with several multiple paths, that honestly put most of sa levels to shame. The same applies to Dream team.
man I can't wait for this game ✨ and I have the same impression, they have a lot of assets for an adventure remake, they are updating the skills of the main cast, they def could do a remake or a new sonic adventure if sega allows them
Should they though? Do we really need polarising and out of place gameplay styles taking up major part of a supposed Sonic game? Ruining other characters again, and level designs that are usually more linear and limited than what we've got in the likes of Dream team or Frontiers.
@@snakey888 so you hate fun and innovation? every sonic game has to be like the ones we got in 2010? I don't see it as a problem if they bring some variants for a stagnant gameplay and valorize the other character
@@byonty886 You literally suggest a remake, the complete opposite of innovation of games that were not particularly good to begin with. And the sa games did not have variants, but completely different gameplay styles, which had nothing to do with Sonic.
It’s really looking like the level designs of the adventure games heroes 06 unleashed and generations I feel like those games really went all out with the level designs which most of the 2010 sonic games lacked frontiers cyberspace also suffers from this too This is deffo going all out with the level design and that’s so great to see
I agree this level is a mesh between the Adventure and Boost formula but I think it looses what makes the games unique making a sort of "jack of all trades but master of none". Now let me clarify, I don't think this is bad by any stretch and has better platforming than a lot of the Adventure and boost games. The issue is Sonic has a special type of platforming that makes it different from other platformers. In the SA1 speed highway and SA2 final rush examples (which were great examples you gave) you use slope jumping to skip from one part of the level to another which us unique to Sonic. In Unleashed and Generations you use quick reaction based platforming to dodge obstacles and reach alternative paths. It also made speed sections more interactive instead of just watching Sonic run. This isn't a bad platformer, infact it's very good but as a *Sonic* game it's lacking.
So for now I think this game is boosting gameplay with adventure level design which is awesome, but.... (don't call me negative pls).... I think this doesn't really take advantage of the boost and would bemefit better for adventure controls like SA1 and the more reaction based linear design of games like unleashed take more advantage of the boost and that is why unleashed and the adventure games arre GOATED but I still think this game will be PEAK
Agreed, they need to take what worked in both. Physics based platforming from Adventure. Cinematic reaction based platforming from the Boost. That'll be the ultimate Sonic game.
@@AYTM1200 I would be better with the BIG sonic games like frontiers getting the open zone and using adventure controls and design but the more side game like shadow gens should just focus on ivolving the boost with reaction based plataforming
This is what Hedgehog Engine 2 should have been from the beginning a Hybrid between The Boost formula and Adventure Formula a boost but with the physics of an Adventure Spin Dash Frontiers laid out the blueprint but Shadow Gens will improve it!
I would definitely like to see sf2 do this with cyber space. Also would you be interested in doing a collab video I've already got my footage for my side it'll be releasing in October
I am exited for this game and is hoping it is not a sonic colors ultimate I hope you understand why I am putting my opinion until it comes out, I want to love this game I do but on history of sonic remakes or remasters did not leave me with the best impression trailers can be very different than what the game looks and plays as and as only having the switch I am fine with 30 fps I just want it to work right I do not want my hand held I want s ranks to be a challenge, and minimum glitches at release.
Its so great to see this gappen in a boost gane and i reeally love how instead of finding a new formula its cpmbining the 2 formulas and no we dont count sonic l*** wo**d
Honestly, the segmented boost from the Wii version of Unleashed would he prevented boost to win problem that plague parts of Generations and especially Forces. Notice how the players isn't boosting at every possible moment? In the other boost games, im holding that down the whole level. Insta kills enemies and attracts rings like a lightning sheild. Here, it seems much less over powered. And if Shadow can boost over water like Sonic then whats the point of the Doom surf?
Still needs less homing attack chains and more real Platforming. If not at least weaken the Homing Attack so that you can’t lock onto an enemy from a mile away and instead need to get up close and maneuver yourself to face the enemy to lock on like the Adventure games.
Excuse me the homing attack in the adventure games are even more flawed than it is now a lot of times since there are no reticles sonic or shadow might not be targeting an enemy directly in front of you especially if your running fast
@@Terminal_Apotos the reticle isn't the issue if they used the same physics for homing attacks like in adventure then you will see a lot of people complain about it not working sometimes fortunately they didn't use it
@@sukumadehk That’s why we have the amazing modern day ability to POLISH the mechanics. Bring back the More involved Homing Attack but Polish it up so people with Skill Issues don’t complain.